Shouldn't crit get reworked into a auto modifier instead of a chance to double damage?

Ragnaveil·9/23/2019, 6:09:59 PM·12 votes·7,067 views

Like, hear me out. No one likes dealing with Cait and her critting headshots, Jinx and her passive + Rocket Crits, Trynd and his RNG crit chance, and Yas' crit chance doubler. Its just not fun and not fair to really fight against unless you can have the same feats, which if we are keeping to originality, no one else really has anything that matches them. The only champ that doesn't have stuff like this that tries to use crit to their advantage if regular standard builds fail is Riven, due to her passive gaining tons of power from this stat increasing rune system (aka Conq giving AD per stack, Trans giving AD per 1% extra CDR, Gathering giving AD per 10 minutes, etc) paired with her R1. Crit got nerfed into the dumpster (then resurrected) because it made ADCs the best at damage period, making everyone second dog to them.

My idea is that instead of doubling your auto's damage, it increases your auto's damage based on how much crit you have. The calculation of the auto damage is where it gets tricky. I don't want ADCs doing 0 damage to tanks, but at the same time I don't want them to punch through tanks with ease. The middle ground is what im trying to figure out.

Numbers and items would have to be tuned, but a rough estimate on how that would work could be something like this: Standard Build is IE + 2 crit items. What those two crit items are is up to the user to build per the situation. 10% crit = 10% increased auto damage IE's passive would give up to 40% extra crit (gained by having two other complete crit items) Crit items give 20% crit max. glove still give 10%. AS crit items will gain 20 AD on completion (Zeal is 10) (just like how Tri gives 5% ms on completion). (These are not exact, they do require tuning so ADCs avoid getting shafted too hard like what Riot did previously)

This way, it makes it fair to ADCs and other crit users to not pray to RNJesus for a crit till they max out crit, but at the same time doesn't make crit super strong. Making it a 3 item core allows the users to be able to grab two non crit items for the situation instead of being shelved to one. AD stat growths on ADCs may or may not have to get upped.

At the same time, it alleviates the headache of being unable to really mitigate crit damage (omen does a bit of work, but is easily nullified by a LW or BC), as the users who make the most out of it (Cait, Trynd, Yas, Jinx) will be given adjustments and changes around it. This does mean ADCs might have to build a LW to deal with tanks, but at least they can build another damage item with it instead of that filling the last build slot (which made crit have to be strong). The possibly of more unique and different builds would exist, but i'd leave that to the community to explore. This change does open up crit to more users than just ADCs at the same time, making it a general stat instead of a mainly ADC centered stat.

EDIT: Its to also prevent ADCs from becoming Judge, Jury, and Executioner like they were during the "Tank" meta. They are slowly creeping on it, and all it takes is one or two changes. So what if the first "20-25 minutes" is decided by mid top and jg? Its not just because your lane is the weakest, therefore they camp it, its because you are also the strongest lane at the same time, dictating the result of the game. This is the very meta that existed with tank meta, yet who was it that got blamed for it? Oh thats right, tanks.

64 Comments

Kanzler9/23/2019, 6:52:08 PM7 votes

So what you're suggesting is that every adc be likeAshe

Can you just imagine the tank meta that would follow?

Posui Gart9/23/2019, 6:32:05 PM7 votes

Like, hear me out. No one likes dealing with Cait and her critting headshots, Jinx and her passive + Rocket Crits, Trynd and his RNG crit chance, and Yas' crit chance doubler.

No one likes dealing with enemies that can kill you and can resist being killed, that's ok. What exactly is the problem with crit? Apart from Tryndamere's earlygame, there are no situations where you are getting killed and its like "well, he just got that lucky 1/2/3 crits, othervise i would win" because ADCs usually do a lot of autoattacks so crits somewhat even themselves out. Replacing "X% chance to crit" with "+X% AA damage" would do neither good nor bad(except for required changes for Tryndamere, Yasuo and Randuins), but there's almost no point in these changes Also, crit wasn't "nerfed to dumpster". Crit itemisation was. ADCs had 0 AD on their items before their 3rd item(IE). But the crit mechanic itself was the same and it will probably stay like this for a while

Shahamut9/23/2019, 9:39:08 PM5 votes

Personally, I like crits just being a part of a champions kit.

Caitlyn's headshot is essentially a crit. Jhin 4th shot Fiora second empowered auto Ashe hitting a slowed target

stuff like that. Crit chance should just be removed in my opinion and just open the door for better itemization geared toward situation and playstyle.

You could still have a champion be a critical strike monster, like Tryndamere, but the way you would have to do it is change his crit bar into segments. As the rage filled, Trynd would crit every X auto attacks, and each rage bar would reduce the number by 1. or something like that. Also, the crit would need to deal less than 200% dmg... like all the other garanteed crits.

Yasuo could have a "crit" passive on one of his abilities, eventually allowing him 100% crit, while his crits would only deal like 150% dmg. This of course is balanced out by having a more diverse item pool to choose from.

The thigh guy9/23/2019, 6:36:16 PM5 votes

This sounds like a terrible way to break bruisers even harder.

%damage boost is a terrible idea no offense. Especially in the games current state where the LAST thing we need is more damage.

KFCeytron9/24/2019, 6:09:43 AM3 votes

I don't really understand all the complaints about how this would ruin the game. The strategies that would pop up, like Jax buying PD, are already possible. If he does that, he'll deal 25% more damage over time with his autos, just like with this change. The only difference is reliability.

With current crit mechanics it would be merely a statistical likelihood that the increase in damage he deals over the course of the rest of the game will approach 25% as the game proceeds. On a smaller scale, there would be lulls and spikes that make or break each fight based on luck.

With the proposed crit mechanics it would be a guarantee that he'll deal 25% more damage over the rest of the game, period. Instead of dealing 1.1X damage one fight and then 1.8X the next, it would always be 1.25X.

Like... why is that bad? I think many players would prefer "I'll deal 25% more damage now" over "I'll deal 25% more damage now and I hope it works." Not to mention "my enemy will deal 25% more damage now" vs "my enemy will deal 25% more damage now and I hope it's not 100% instead."

Hemulen Magi9/23/2019, 9:53:26 PM2 votes

I would like for crit damage to be applied as a stacking bleed. Like, you critically hit a target in a vital organ, and now they are bleeding out. It would result in less sudden burst due to rng, and would be more fitting for a dps class, but it would remain the same otherwise. The bleed could apply over 3 seconds, which would slow down damage output from crit users, especially against other squishy targets, which would justify lowering the burst of other classes in exchange. This would be a move to making a less bursty game overall. Lifesteal would not apply to the crit bleed, reducing lategame adc sustain which also helps justify reducing other class' burst output. item 3812 could be modified so that it doesn't over-synergize with crit bleed as a too convenient replacement to lifesteal.

VanCanBanMan9/24/2019, 12:10:01 AM2 votes

What if: there were more kinds of champs in botlane other than on-hit/crit marksmen

iiGazeii9/23/2019, 6:56:49 PM1 votes

Turn crit into a built-in 3-hit passive that comes with the first crit item. Your third hit against a champion is a crit that has a multiplier based on the amount you've invested into crit. Hitting a champion twice would give you a particle effect to show that you have a crit ready to go, and if you leave combat, the stacks fall off.

Fully-built crit items would either:

  • Give you guaranteed crits in certain situations, like guaranteed crits against immobilized enemies, a short period of guaranteed crits after you get a kill, or a toggle-able active that makes all of your attacks into crits but they cost mana.
  • Give you bonus effects when you have a natural crit primed, like increased attack range, movement speed, or armor penetration (The energized items would be easy to rework into these)
  • Give you bonus effects when you do land a crit, like movement speed, extra damage, or a shield

Jhin would replace the three-hit mechanic with his ammo system, with his passive getting number tweaks to keep his damage output relatively the same.

Ashe would have the bonus damage on her passive be based on a portion of crit damage, and the slow strength would also scale with crit damage, with increased duration to make up for the fact that she can't crit all the time.

This would make it so that crit damage isn't frontloaded and is best on champions that deal heavy sustained damage with quick auto attacks, i.e., marksman. It would encourage lane interaction and committing to trades to get that crit off. Crit champions would have RNG removed from their kits completely, and would have powerful, satisfying moments even in the laning phase.

ZaFishbone9/24/2019, 7:56:07 AM1 votes

So basically, because a handful of champs have an obnoxious interaction with crit, instead of fixing them, you should just rewrite the whole mechanic? Wow, you are just stellar at game design, aren't you?